public IEnumerator UnitySetUp() { input.Setup(); keyboardCache = InputSystem.AddDevice <Keyboard>(); yield return(null); testScene = SceneManager.GetActiveScene(); }
public IEnumerator SetUp() { // Set up input. inputFixture = new InputTestFixture(); inputFixture.Setup(); // See if we have a platform set for the current test. var testProperties = TestContext.CurrentContext.Test.Properties; if (testProperties.ContainsKey("Platform")) { var value = (string)testProperties["Platform"][0]; switch (value) { case "OSX": platform = RuntimePlatform.OSXPlayer; break; default: throw new NotImplementedException(); } } else { platform = Application.platform; } DemoGame.platform = platform; // Give us a fresh scene. yield return(SceneManager.LoadSceneAsync("Assets/Demo/Demo.unity", LoadSceneMode.Single)); game = GameObject.Find("DemoGame").GetComponent <DemoGame>(); // Set up default device matrix for current platform. switch (platform) { #if UNITY_STANDALONE_OSX || UNITY_EDITOR case RuntimePlatform.OSXPlayer: case RuntimePlatform.OSXEditor: keyboard = InputSystem.AddDevice <Keyboard>(); mouse = InputSystem.AddDevice <Mouse>(); ps4Gamepad = InputSystem.AddDevice <DualShockGamepadHID>(); xboxGamepad = InputSystem.AddDevice <XInputController>(); ////TODO: joystick break; #endif ////TODO: other platforms default: throw new NotImplementedException(); } }
public IEnumerator SetUp() { // Set up input. input = new InputTestFixture(); input.Setup(); // See if we have a platform set for the current test. var testProperties = TestContext.CurrentContext.Test.Properties; if (testProperties.ContainsKey("Platform")) { var value = (string)testProperties["Platform"][0]; switch (value.ToLower()) { case "windows": platform = RuntimePlatform.WindowsPlayer; break; case "osx": platform = RuntimePlatform.OSXPlayer; break; case "android": platform = RuntimePlatform.Android; break; case "ios": platform = RuntimePlatform.IPhonePlayer; break; default: throw new NotImplementedException(); } } else { platform = Application.platform; } DemoGame.platform = platform; // Give us a fresh scene. yield return(SceneManager.LoadSceneAsync("Assets/Demo/Demo.unity", LoadSceneMode.Single)); game = GameObject.Find("DemoGame").GetComponent <DemoGame>(); // If there's a "Platform" property on the test or no specific "Device" property, add the default // set of devices for the current platform. if (testProperties.ContainsKey("Platform") || !testProperties.ContainsKey("Device")) { // Set up default device matrix for current platform. // NOTE: We use strings here instead of types as not all devices are available in all players. switch (platform) { case RuntimePlatform.WindowsEditor: case RuntimePlatform.WindowsPlayer: keyboard = (Keyboard)InputSystem.AddDevice("Keyboard"); mouse = (Mouse)InputSystem.AddDevice("Mouse"); pen = (Pen)InputSystem.AddDevice("Pen"); touchscreen = (Touchscreen)InputSystem.AddDevice("Touchscreen"); ps4Gamepad = (DualShockGamepad)InputSystem.AddDevice("DualShockGamepadHID"); xboxGamepad = (XInputController)InputSystem.AddDevice("XInputController"); ////TODO: joystick break; case RuntimePlatform.OSXPlayer: case RuntimePlatform.OSXEditor: keyboard = (Keyboard)InputSystem.AddDevice("Keyboard"); mouse = (Mouse)InputSystem.AddDevice("Mouse"); ps4Gamepad = (DualShockGamepad)InputSystem.AddDevice("DualShockGamepadHID"); xboxGamepad = (XInputController)InputSystem.AddDevice("XInputController"); ////TODO: joystick break; ////TODO: other platforms default: throw new NotImplementedException(); } } // Add whatever devices are specified in explicit "Device" properties. if (testProperties.ContainsKey("Device")) { foreach (var value in testProperties["Device"]) { switch (((string)value).ToLower()) { case "gamepad": InputSystem.AddDevice <Gamepad>(); break; case "keyboard": InputSystem.AddDevice <Keyboard>(); break; case "mouse": InputSystem.AddDevice <Mouse>(); break; default: throw new NotImplementedException(); } } } // Check if we should add VR support. if (testProperties.ContainsKey("VR")) { var value = (string)testProperties["VR"][0]; switch (value.ToLower()) { case "": case "any": // Add a combination of generic XRHMD and XRController instances that don't // represent any specific set of hardware out there. hmd = InputSystem.AddDevice <XRHMD>(); leftHand = InputSystem.AddDevice <XRController>(); rightHand = InputSystem.AddDevice <XRController>(); InputSystem.SetDeviceUsage(leftHand, CommonUsages.LeftHand); InputSystem.SetDeviceUsage(rightHand, CommonUsages.RightHand); break; default: throw new NotImplementedException(); } DemoGame.vrSupported = true; } // Check if we should add Steam support. if (testProperties.ContainsKey("Steam")) { ////TODO: create steam test fixture steamController = InputSystem.AddDevice("SteamDemoController"); } }
public void Prepare() { _inputSystem.Setup(); _keyboard = InputSystem.AddDevice <Keyboard>(); _mouse = InputSystem.AddDevice <Mouse>(); }